Custom Jutsu Submission - III

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ZandaT

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(Ninpou: Dōmuburēka) Ninja Art: Dome Breaker
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/a
Description: Despite the name, Dome Breaker is a counter fuuinjutsu used by the user when faced against opposing fuuinjutsu barriers made by the enemy. The user must first be aware of the barrier being targeted before being able to initiate this jutsu, which is done by waving 4 hand seals and a clap as they focus their chakra into the barrier. This causes the targeted barrier to be overloaded by the user's chakra forcing it to negate and loudly shatter into a million pieces which all fall to the base of the battlefield causing no physical harm to the user and opponent alike, although the loud shatter leaves a deafening ringing sound within the ears of those within the barrier at the time of its destruction which lasts for one turn. This jutsu works on one barrier at a time, but the size of the barrier does not matter as long as the user can register its presence on the battlefield. Dome Breaker's secondary supplementary affect on those within the barrier at the time of its breaking is further amplified when used on barriers whose usage deals with directly encompassing the opponent within a proximity of 2m or less. The consequence for opponents after being in the situation just mentioned is complete deafness for a complete two turns.
NOTES
►Can be used 2x per battle
►The user falls prone to being deafened to a degree by there own if within the targeted barriers realm
►Restricts the user from fuuinjutsu above A rank in their following turn
►Can only be taught by ZandaT

‡ Declined ‡ Similar to an existing technique. Can't remember who owns it, might be Venom, Solf or Broly.

(Suiton: U~ōtāmēsu) Water Style: Water Mace
Type: Defensive-Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 per additional turn)
Damage Points: N/a (+15 to physical attacks)
Description: This technique is a rather special one in the wide field of water style ninjutsu. What sets this suiton jutsu apart from others in its field is the fact that the user manipulates their water chakra to a higher degree in order to obtain a crystalline state when released. Requiring 2 hand seals, water specialists requiring less, the user manipulates their water chakra in their limbs creating a very thin, but highly dense layer of roughed spiked crystalline water over those areas. The user's limb seemingly turns light blue, sorta like Kisame's noting the techniques activation in battle, stopping at the user's knees and elbows. This dense water coating aids the user by protecting their limbs in battle while also boosting the destructiveness of their physical attacks due to this techniques special feature when the user's limbs are thrown towards the target offensively. Powerful, thin streams of water are released in the opposite direction increasing the speed and force of the users punches and kicks making this technique very versatile due to the fact that the coating has a density like earth yet still allows the user to thrust thier limbs with a speed of wind. Within the 3 turns of activation the user can only mold water elemental chakra as well as basic chakra in battle, but will always be able to use techniques requiring no chakra like taijutsu. This technique can be effortlessly ended at anytime while active.
NOTES
►Lasts 3 turns
►Has a 2 turn cooldown
►Secondary water specialists can activate with 1 hand seals
►Primary water specialists can use with no hand seals
►Can only be taught by ZandaT

‡ Declined ‡ Clashes with Moofy's techniques
 
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Houdinii

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Ookami & Joufu - Teikoku | Romulus & Remus - Empire
Type: Weapon
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: (-10 to user)
Description:
Romulus & Remus are a pair of full length arm gauntlets that encompass the users entire hands and arms that end as small pauldrons on the users shoulders. The shoulder guards are decorated as wolves with the right’s teeth bared in a snarl and the left’s jaws open and in the midst of a terrible bite. The right, Romulus is golden while Remus, the left is a deep silver, the guards are scale armor in design allowing a great deal of protection while also providing both ventilation and flexibility to the user so as to not hinder them. Each of the gauntlets are durable enough to protect the user from physical attacks that are A ranked and below that can be blocked within reason, anything either too large(compared to the guards) or too powerful to be blocked will not be stopped.


Romulus & Remus each have a unique ability, and as they are the signature possessions of Ren Kouen, their abilities are related to Scorch techniques and Natural Energy respectfully. Firstly Remus the left has an affinity for scorch release techniques, such that when the user channels scorch chakra into the guard he can empower Scorch jutsu to make them all the more deadly. After channeling chakra into Remus the user can alter an active scorch technique or a following one, greatly increasing the heat it produces so much so that the jutsu receives +20 damage. This increase in heat has a secondary effect that anything flammable objects within short range of the technique would catch alight from the temperature, however this does not include living bodies while the user remains unaffected due to the abundance of Scorch chakra coursing through his body. This ability has its drawbacks however, as when the user initially channels their Scorch chakra into Remus the guard will react to the heat and cause a moderate amount of burning damage and pain to the user, with each subsequent use replicating the same level of pain but not the damage.


Romulus’ ability is all the more unique however as it relates specifically to natural energy. Romulus is composed of a unique metal that constantly draws in natural energy, storing it like a battery until it reaches capacity and is able to be utilised. Once Romulus has reached its capacity the user is able to draw upon the natural energy to perform a Snake Senjutsu technique, as the guard essentially gathers the natural energy for the user rather than doing it themselves. However Romulus can only gather a small amount of natural energy, only enough for a single senjutsu technique before it must recharge so the user is not able to use this energy to enter sage mode.


Note:
~Can only use an ability of either Romulus or Remus in a turn, never both
~Remus’ ability(Scorch) cannot be used in consecutive turns
~Romulus’ ability(Natural energy) can only be used 3 times, with a recharging time of 3 turns between each use
~Can only be taught by xHoudinii

‡ Declined ‡ +20 is too much for a passive boost, max I'd allow is one rank for A-Rank and below, +10 for S-Ranks and above. Also, the Senjutsu ability wouldn't work at all. Merely saying a "special metal capable of harnessing NE" isn't going to cut it. Using the wood from the Juubi tree or w.e it's called would work but that would clash with the Kisei CC.

Resubmitting:



Ookami & Joufu - Teikoku | Romulus & Remus - Empire
Type: Weapon
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: (-10 to user)
Description:
Romulus & Remus are a pair of full length arm gauntlets that were gifted to Ren Kouen by the Great White Snake Sage after he mastered Sage Mode. They encompass the users entire hands and arms that end as small pauldrons on the users shoulders, the shoulder guards are decorated as wolves with the right’s teeth bared in a snarl and the left’s jaws open and in the midst of a terrible bite. The right, Remus is golden while Romulus, the left is a bright white, the guards are scale armor in design allowing a great deal of protection while also providing both ventilation and flexibility to the user so as to not hinder them. Each of the gauntlets are durable enough to protect the user from physical attacks that are A ranked and below that can be blocked within reason, anything either too large(compared to the guards) or too powerful to be blocked will not be stopped.


Romulus & Remus each have a unique ability, and as they are the signature possessions of Ren Kouen, their abilities are related to Sand techniques and Natural Energy respectfully. Firstly Remus has an affinity for Sand release techniques, such that when the user channels chakra into the guard he can empower Sand jutsu to make them all the more deadly. After channeling chakra into Remus the user can alter an active Sand technique or a following one, greatly increasing the amount of friction between the grains of sand to the point that it actually begins to raise in temperature. Enemies exposed to these augmented techniques would recieve thousands of tiny cuts, similar to being flayed alive even as they experience low level burns from the incredible amount of friction. This occurs to such a degree that these techniques gain a rank for A ranks and below, while it increases S ranks and above by +10 damage.This increase in heat has a secondary effect that the sand is hindered to a smaller degree by water than usual, as the heat generated effectively evaporates the water out of the sand. This allows the user to still manipulate sand that has been exposed to water although it will be slightly slower than it would otherwise be. (This does not affect Sand’s Str/Wk it is still weak to water) This ability has its drawbacks however, as when the user initially channels their chakra into Remus the guard will react to the heat and cause a moderate amount of burning damage and pain to the user, with each subsequent use replicating the same level of pain but not the damage.


Romulus’ ability is all the more unique however as it relates specifically to natural energy, the left guard is composed of scales from the Great White Snake Sage himself. These scales hold a close affinity to natural energy due to their constant exposure to Senjutsu Chakra and Natural Energy over so many years. Due to this Romulus possesses the ability to constantly draw in natural energy, storing it like a battery until it reaches capacity within the scales and is able to be utilised. Once Romulus has reached its capacity the user is able to draw upon the natural energy to perform a Snake Senjutsu technique, as the guard essentially gathers the natural energy for the user rather than doing it themselves. However Romulus can only gather a small amount of natural energy, only enough for a single senjutsu technique before it must recharge so the user is not able to use this energy to enter Sage mode.


Note:
~Can only use an ability of either Romulus or Remus in a turn, never both
~Remus’ ability(Sand) cannot be used in consecutive turns
~Romulus’ ability(Natural energy) can only be used 3 times, with a recharging time of 3 turns between each use
~Can only be taught by xHoudinii

‡ Declined ‡ The sand ability clashes with Pop's CW and friction/heat raising the rank of a sand technique is illogical. I'm also not keen on the Sage mode gauntlet, it eliminates the weaknesses of Snake SM, an already powerful ability. I guess I'll discuss it with another mod and decide when I next check this.


(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-15 to user)
Description:
This is a unique technique that although damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user overcharges this area and forcefully petrifies their own skin, this change is permanent and causes damage to the user however this is a small trade off for the great defensive capabilities of the petrified section. The section is extremely hard and dense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the innate petrification abilities of the section, any physical being(including clone, summons, etc) that comes into contact with the section would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This can be done quite quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be hindered by this technique.


Note:
~The section is approx 30cm by 30cm
~Must be stated on the users bio including where it is initally

~Can only be taught by xHoudinii

□ Declined. Not really feasible petrifying yourself (which apparently only takes 15 damage from you, which in the long run doesn't mean much as you list no other effects it has on you despite this being a F rank technique). Also, there is no turn limit, you say the petrifying effect is permanent but apparently you can passively move it across your body? □

~Resubmitting

(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-15 to user)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high level chakra giving it a stone like quality and feel, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.


However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities, meaning that when an enemy (including clone, summons, etc) that comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.


Note:
~The section is approx 30cm by 30cm
~Must be stated on the users bio including where it is initially or at the beginning of the fight
~The jutsu ends 3 turns after it has been shifted

~Can only be taught by xHoudinii

□ Declined. I don't think you understood my previous check well, the notion of petrifying a specific area of your body, and moving it, is illogical. Does the initial area remain petrified even when it is moved? Or does the petrification state, go with it? The issue was, how can you move something that apparently petrifies your skin, across your skin, to another area, without it petrifying the skin as it moves? Make it -30, and, a F rank technique that lasts 3 turns? Make it 2. Clearly state it can only be used once. □
 
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Nathan

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(Ninjutsu: Burūto) - Ninja Arts: Blut
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (-40 per turn)
Damage: N/A (-50 to the user)
Description: Blut is an advanced application of Chakra Flow that rather than flowing chakra through an object, one sends a high concentration of chakra directly into the of them self. By doing so users can drastically increase their attack and defense power to inhuman levels. However, despite the significant danger this potentially presents to one's opponents, this technique possesses one major drawback because Blut can only be used for either attack or defense because they operate using two different chakra flowing systems, as a result they cannot be employed simultaneously. The technique is signified to be active when the user's veins are noticeably visible through a faint pattern tracing the veins beneath the surface of their skin.

If the user uses the defensive version of blood flow, they will halt the chakra flowing through their blood vessels which will grant the user a drastic increase in durability. This will allow the user to be omnipotent to most taijutsu techniques that are S-rank and below This form can be used to protect a specific area on the body or if the user is skilled they are able to use this for their entire body and be able to take direct hits from certain S-Rank ninjutsu and lower ranked ninjutsu unscathed. This also makes the user unable to bleed to death. Genjutsu and Fuin/Juinjutsu techniques still work against the user at their full power though. Also, if an S-Rank ninjutsu does have enough power it is possible for the user to take full or some damage.

The offensive form of Blood Flow grants the user inhuman physical attack power as well as an increase in the potency of the user's jutsu. This technique allows the user to be able to have strength surpassing the Chakra Enhanced Strength technique, capable of lifting large-sized objects with considerable ease and potentially kill an enemy with a single direct blow. The user will also notice their techniques have an increase in their potency making each of their techniques significantly more stronger, similar to how Sage Mode amplifies the user's techniques. This is because of the increased flow of pure chakra flowing through the blood vessels of the user. This form can potentially make a technique that is classified as a B-Rank possess the power of an A-Rank, and so on. Techniques that are S-rank and above merely gain a plus ten damage output.

Notes:
- Can only use this technique once per-match, thus the user can only use either offensive or defensive part. Both cannot be used in the same match.
- Once activated, it'll last for four turns, cannot be turned off.
- Once the technique ends, the user will receive major damaged to their inner body not allowing them to use any B-ranks of any nature for two turns after.
- Users speed also drops by two levels for two turns after this technique deactivates.
- Due to the precise amount of chakra flow the user must perform, this technique requires the user to have medical knowledge.
- Can only be taught by Nathan

‡ Declined ‡ DNR.

Updating:

(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale

Type: Supplementary
Rank: A-Rank
Range: Self - Short (Direct Contact)
Chakra: 30 (-10 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

528 Hz - "Mi" (Limitations) - Tone ‘Mi’ is used to return human DNA to its original, perfect state. This frequency brings transformation and miracles into your life. The process of DNA reparation is followed by beneficial effects – increased amount of life energy, clarity of mind, awareness, awakened or activated creativity, ecstatic states like deep inner peace, dance and celebration. Tone ‘Mi’ activates your imagination, intention and intuition to operate for your highest and best purpose. Thus for two turns while this frequency is active this allows the user to ignore limitations that they may come across such as "unable to perform water techniques above S-ranks for x amount of turns", this pushes the limitations away from the user that usually would be there. This doesn't include the user removing limitations such as eight gates and so forth.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

‡ Declined ‡ The limitations one is far too much. There's too many ways it could be abused.
(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: A-Rank
Range: Self - Short (Direct Contact)
Chakra: 30 (-10 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

528 Hz - "Mi" (Limitations) - Tone ‘Mi’ is used to return human DNA to its original, perfect state. This frequency brings transformation and miracles into your life. The process of DNA reparation is followed by beneficial effects – increased amount of life energy, clarity of mind, awareness, awakened or activated creativity, ecstatic states like deep inner peace, dance and celebration. Tone ‘Mi’ activates your imagination, intention and intuition to operate for your highest and best purpose. Thus for two turns while this frequency is active this allows the user to ignore limitations that they may come across such as "unable to perform water techniques above S-ranks for x amount of turns", this pushes the limitations away from the user that usually would be there. This doesn't include the user removing limitations such as eight gates and so forth. This tone lasts for two turns, and can only be used on one technique of the users choosing. And, once picked; it'll end this tone. Also once this tone ends the user adds an extra one (1) turn cool down, so the total is three (3) turns before the user can use this technique as a whole again.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

‡ Declined ‡ Stop attempting this. You aren't getting an ability that allows you to bypass restrictions.
 
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Summer

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Permission:

Contract approved here:


Kuchiyose: Yagiza) Summoning jutsu Capricorn
Type: Supplementary
Rank: A rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Capricorn is one of the summons under the goat contract which was named after one of the 12 zodiacs. He is the same height is most average shinobi, and his build is athletic in nature. He sports sunglasses and a butler type suit very fashionable while he is able to stand on two legs and has hands like a shinobi. His Taijutsu knowledge and skill is on par with most masters, he has the ability to speed burst for once per turn to evade any A rank attack. His unique ability is that he can use any taijutsu move in the canon list and pair it with wind enhanced layer over the limbs he is using for his moves. He can however only do this 3 times and he remains on the field for 4 turns. He cannot uses any actual wind jutsu's as he is a freeform usage user of wind a coating style of fighting . His reflexes and movement speed is boosted slightly from the wind coating which allows for easier movement in any conditions. He is able to focus on his feet a layer of wind chakra which will help excel his running giving his running speed the same boost as that without leg weights.

Restrictions:

Can only be summoned twice per battle.

Cannot use taijutsu wind coating more then twice per turn.

Speed burst once per turn

Must have signed Goat contract to summon.


Kuchiyose Goat Gogoat/ Goat summon Gogoat
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description: Gogoat is a quadruped, hoofed goat summons. Covered in fluffy, brown fur that is dark across the back and light around the belly and legs. Around their neck, he has a thick, green leafy mane that extends down their spine and ends in a short tail. The fur on their face is white with fluffier fur on their chin. He has a black nose and red eyes with white pupils. The eyes are surrounded by a black marking. The top of their head is dark brown and has two long, curving, black horns that extend over their back. The fur on their legs is shorter than the rest of their body, dark brown on the upper leg, and white around the feet. Each foot aends in a cloven, brownish-orange hoof.
Gogoat has the ability to sense the feelings of whoever grips its horns; this ability is so acute that it can move as if it and its rider were one being.

Sun Spore:
This ability allows Gogoat to utilize the leaves on his body charging them lightly with electricity. The leaves will then detach from the body and float around the field until falling to the ground. The leaves have minimal electrical capabilities but possess a very strong lightning paralysis to them. If you get touched by a single leaf it can leave that portion of the body touched paralysed for one full turn. These levels once they touch the ground will lose their charge and be normal leaves again. The leaves while charged will float for one full turn in mid air and then descend like normal leaves. These leaves can be released up to mid range on the field from the summon and can only be used twice per battle.

Root attack:
This ability forms from a seed that is attached to the Bush of leaves on back of Gogoat. He can shoot it off of his back and once it touches the dirt it can root itself and release roots and vines from the seed which grow out ensnaring anything within short range of the seed. The seed can be shot up to mid range only and the roots/vines will be strong enough to subdue most Kage ranked shinobi. This root/vine system is unique as it just spreads in a 360’ span with no immediate directional pull. It grows upwards and within the 360’ radius. This seed is usable once per battle and as soon as it touched the ground it immediately sprouts out.

Resemblance staff:
The last ability for Gogoat is that he is able to transform into a 6 foot tall wooden staff and maintain the transformation for 4 turns. The staff will have the ability to send out earth jutsu without the need of handsigns up to A rank though. It is a unique shape of a rounded embroidered staff. It has a leafy like bush on the top of it two which can be utilized for sun Spore as well. The staff can only create one earth jutsu per turn without the need of handsigns.

Restrictions:
-Can only use up to A rank earth jutsu with staff. Only one earth jutsu without handsigns per turn.
- can only be summoned once per battle.
- remains on the field for 5 turns unless otherwise expelled.
- must have signed the Goat contract to learn.



Declined: a thoughtful submission, albeit overlapping with canon abilities involving Mokuton.


Contract and permissions in the quote.



Kuchiyose Goat Gogoat/ Goat summon Gogoat
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description: Gogoat is a quadruped, hoofed goat summons. Covered in fluffy, brown fur that is dark across the back and light around the belly and legs. Around their neck, he has a thick, green leafy mane that extends down their spine and ends in a short tail. The fur on their face is white with fluffier fur on their chin. He has a black nose and red eyes with white pupils. The eyes are surrounded by a black marking. The top of their head is dark brown and has two long, curving, black horns that extend over their back. The fur on their legs is shorter than the rest of their body, dark brown on the upper leg, and white around the feet. Each foot aends in a cloven, brownish-orange hoof.
Gogoat has the ability to sense the feelings of whoever grips its horns; this ability is so acute that it can move as if it and its rider were one being.

Sun Spore:
This ability allows Gogoat to utilize the leaves on his body charging them lightly with electricity. The leaves will then detach from the body and float around the field until falling to the ground. The leaves have minimal electrical capabilities but possess a very strong lightning paralysis to them. If you get touched by a single leaf it can leave that portion of the body touched paralysed for one full turn. These levels once they touch the ground will lose their charge and be normal leaves again. The leaves while charged will float for one full turn in mid air and then descend like normal leaves. These leaves can be released up to mid range on the field from the summon and can only be used twice per battle.

Resemblance staff:
While Gogoat has been summoned to the field he has a staff draped a crossed his back upon being summoned. This staff was a sage tool passed down to the Supreme goat master. It grants the holder the ability to use any lightning jutsu up to A rank without the need of handsigns. This is achieved through a special lightning medium that has been I’m bedded with chakra metal into the staff. Should the user of the staff have a lightning specialty it will give the user a +20 boost to all lightning jutsu A rank and below. Gogoat not being able to make handsigns will rely on the staff to utilize most of the canon lightning jutsu, however the summoner can also use the staff as well.

Restrictions:
-Can only use resemblance staff once per turn.
- Cannot use above S rank lightning while wielding the staff.
- can only be summoned once per battle.
- remains on the field for 5 turns unless otherwise expelled.
- must have signed the Goat contract to learn.



Declined: the staff should only be useable by the summoning, and not with a passive boost of +20.


Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description:
Cobalion is a quadrupedal that possesses traits of stags and goats. It is covered in aqua blue fur, and has jagged yellow horns similar in shape to thunderbolts. Its snout is a lighter shade of blue than the rest of its fur, and there a black blaze running from its nose to the back of its head. On its long neck and hind legs, there are small gray spots. It has a white tuft of fur under its neck, resembling a cravat. On its shoulder blades are yellow protrusions that resemble fins. Its tail resembles these protrusions, albeit in the same color as its snout. Cobalion's legs have black bands with lighter fur underneath and large black hooves. Cobalion has a composed demeanor, but dislikes humans that are not associated with him.


Sword of Justice
Cobalions capable of utilizing multiple different chakra nature’s and forming that nature into a giant blade on its forehead. The chakra construct will be any of the basic five elements and will work similar to a chakra scalpel. It’s reach is that of 6 feet in length and a nice thick blade width as well for cutting through attacks. This form is only usable once per turn and requires a turn cooldown between usages.
Earth= hardened like steel blade
Water= water slicer blade
Wind= invisible whistling blade
Fire= burning roaring flame blade
Lightning chirping radiating heat blade

Olympian Harden

This is a form of defensive capabilities for cobalion. He focuses his chakra to allow himself to harden his body without limiting his agility and movements. He is still capable of reaching speeds that of a shinobi without leg weights. This is because of the strenuous climbing that goats put there legs through and the constant jumping up and down cliff sides. The hardening attribute is capable of defending against B rank blunt force trauma and up to C rank energy blasts without taking serious damage. This is achieved the same way as earth style hardening.

White walker

Cobalion is capable of using water from his hooves and flooding a battlefield in near seconds without causing crashing waves or damage of such. The water just gradually fills a barrier like radius of up to long range around the summon. It works like that of water filling a fish tank up to 3 feet deep.
The second attribute to white walkers is that Cobalion is capable of transforming utilizing the hydrification technique within water and taking control of the water source. During this hydrification usage Cobalion cannot use any other jutsu but he can take control of any source of water and occupy that source with his chakra.

Restrictions:
- Can only use blade of justice three times Acquires a one turn cooldown between uses.
- Olympian Harden is useable twice per turn
- White walkers is useable once per battle.
- Must sign goat contract to summon.

‡ All Pending ‡ Leaving for Pekoms.


Declined: the goat can use neither all five of the basic elements nor the Hydrification Technique.


Kuchiyose Goat / Goat summon Arts Black Mirror
Type: Supplementary
Permission:

Contract approved here:

Fuinjutsu Yurai Furo- / Sealing arts Source Flow
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage:
Description:
This jutsu requires the user to utilize three pre made seals. These seals are thrown onto any and all incoming liquid based jutsu that resemble a torrent or waves of sorts. The seals once all three have touched the liquid will unlock the seal on the tags which will in turn release a pulse of chakra into the liquid source. This pulse will disrupt the motion and molecular structure of the water based attack. This will make it so the attack falls short and or disperses to a minimal of two rankings lower then it’s original attack strength. The seals upon being thrown or placed onto a liquid will work like a chain of destruction breaking down the epicenter of the jutsu and pushing to the sides of the jutsu. While active these tags will unleash a wall like structure of chakra together between them. This will leave the jutsu crashing into a wall and directing it back onto the enemy with the lower ranking of power.

Restirctions:
- Can only be used twice per battle.
- Can only be used on liquids.
- Cannot be used for 1 full turn after usage.
- Cannot use any Fuin in the same turn
- Can only be taught by Juha

‡ Declined ‡ DNR.
 
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ᴍᴏᴏғʏ

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(Nan Kaizou: Gomu Gomu no Mi) - Soften Modification: Rubber Devil Fruit
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points:N/A
Description: After having received the body modification surgery for the "Nan Kaizou" technique, the user found himself being able to freely stretch and/or twist their bodies. Unlike the parent technique, this version does not actively utilize chakra. However because of it, it does come with limitations. Due to having become second nature to the user as an extension of their body, they are able to stretch and/or twist up to two body parts/sections up to short range of themselves. For example, these include things like; Arms, Legs, Torso, Mid-section, Hands, Neck, Fingers, etc etc. Any extension past the aforementioned range would require the activation of the original technique or some form of variant of it to compensate. This passive ability grants no form of boost multiplier or otherwise physical empowerment. Damage done through the application of this technique is equivalent to free-form just like any ordinary punch or strike, etc. The user will not be limited in the techniques that he/she can perform whilst this is utilized as it is a part of them, by default.

⋩ Requires Soften Modification Surgery
⋩ Must be placed on User's Biography.

‡ Approved ‡

(Nan Kaizou: Ranton Ranton no Mi) - Soften Modification: Storm Devil Fruit
Rank: B-S
Type: Supplementary/Defensive/Offensive
Range: Short - Mid (Long as Projectiles)
Chakra Cost: 20-40 (-5 Per turn)
Damage Points: 40-80
Description: Before, during or after the activation or utilization of a Soften Modification-related technique, the user will channel one of two elemental affinities (Water or Lightning). If the user has learned Yin/Yang, they are able to simultaneously access both affinities at once. By releasing chakra from the pores or materializing it from the moisture in the air, the user is able to coat the stretching/twisting limb(s) with compressed crystalline water, either fully wrapping it or with an overlaying shield that hovers inches away from said surface up to three meters wide. By swiping/motioning said limb/section, the user is able to release a crescent, kunai, shuriken, senbon, or even an arrow of crystalline shaped projectiles of water towards the desired target(s). The user can alternatively release the water towards themselves as they shape manipulate it into a wieldable weapon within reason. Another application that can be used either individually or in combination is releasing mist in a five meter radius around the limb, either letting it linger around or release it with a motion/gesture as a wave that can deal concussive force similar to a wind-related technique, being as thick or thin as visually possible by the user's desire. Alternatively, the user is able to channel lightning chakra throughout affected areas to either release unfocused electricity that can cause paralyzing & numbing effects, or concentrated lightning that has great piercing capabilities. The unfocused energy can be released in the form of waves up to the aforementioned ranges while the concentrated lightning can be released in the form of projectiles like the water variation.

⋩ Requires Soften Modification Surgery.
⋩ Chakra to sustain doubles if both affinities are utilized simultaneously.
⋩ A&S Ranks can only stay active for a maximum of three turns per use.
⋩ A-Rank Version can be used four times per battle & can't be used consecutively.
⋩ S-Rank Version can be used twice per battle & can't be used for two turns after.
⋩ While active, the user can only mold Water/Lightning (Dependent) Techniques along with non-elemental abilities.

‡ Approved ‡

(Nan Kaizou: Karakuri Raiushu) - Soften Modification: Evasive Assault
Rank: B
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: The user will forcefully extend up to two of their limbs, like their legs, arms or even head/neck in order to launch themselves away from an incoming assault. The force of the stretch is so great that it almost appears as though the user is catapulted outwards like a canon ball. The user can choose to retract their outstretched limbs or leave them be as a means to utilize them in a more strategic way. Although popularly used to evade, this technique can also be utilized offensively by outstretching in a burst towards a desired target to deal blunt damage. The speed of the expansion can be compared to 2x the user's base speed.

⋩ Requires Soften Modification Surgery.

‡ Approved ‡ Edited.
 
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Tsuki

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(Toroinomokuba) - Trojan Horse
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is performed similarly to how one would perform a normal summoning jutsu. It takes its inspiration from the Reverse Summon technique, but instead of an animal performing it on a contract signer, a contract signer would be the one to summon other contract signers who have signed that same animal summoning contract. Though, unlike average summoning techniques, this one is not forceful. This means that those being summoned are not forced into accepting the summon, but can still feel the jutsu being used on them and can decide whether to mentally accept or reject it. NW application (out of combat): those being summoned must choose to accept or reject the summon within 5 hours from the moment the post containing this jutsu has been made, to which if they do not respond within time would become a "reject" by default. The entire process can seem somewhat delayed because those being summoned might not appear immediately (the 5 hours span). Which summoning contract the user picks to summon members from would bind the user to that contract for the rest of the event (unless they have an item/ability/etc that allows them to summon from all their summoning contracts). Those being summoned are not bound by this rule and still have the option to choose which contract they want to use during the event as they are not the ones performing this summoning technique. Battle application: In battle, the user cannot summon actual players (bios). They can only us this technique to re-summon animals that are already in the battlefield and belongs to a summoning contracts the user possesses. The battle application of this technique can only be used thrice.

Restrictions (NW application):
- Can summon multiple bios at once
- Cannot summon bios that are in battle
- Can summon up to 5 bios per land (Land of Fire, Land of Wind, etc)
- User and people (bio) being summoned must all have signed the same animal contract

□ Declined. Clashes with a technique from the Kisei Clan (Accio) which basically carries the same premise. □

(Sutōrīterā no Honō) - Flames of the Storyteller
Type: Supplementary/Offensive
Rank: D
Range: Short
Chakra: 10
Damage: N/A (20)
Description: A relatively small ability often used out of combat. Flames of the Storyteller (FotS) allows the user to abruptly release marvelous flames from varying body parts such as hand and quickly shape those flames to animate miniatures of a moving object, animal or the likes for storytelling purposes. Those flames do not harm the user as they are made by his/her chakra. The flames can also be shaped into text to convey messages that either seem to combust out of someplace from the user's body, appear hovering around the user, or burned into a solid, such as ground to leave a message behind. This is not only restricted to text, it could also be symbols or plain art. Burning a scroll or warming up objects is also a feasible task with this technique. FotS also has offensive applications by solidifying fire-natured chakra from one's body to create a simple, humble-sized object to protrude from the user's body, such as spikes of hand length.

□ Approved. Nice technique. □

(Kurimuzon no Akumu) - Crimson Nightmare
Type: Weapon
Rank: S
Range: N/A (Varies)
Chakra: N/A (10-40)
Damage: N/A (Varies)
Description: Crimson Nightmare is a small red stone-like object made into a necklace which is worn by the user. Crimson Nightmare is oval in shape, slightly smaller than a golf ball, isn't heavy to carry and is of unknown origin. It resembles an egg with a set of human facial features scattered randomly across its surface, giving the item a rather disconcerting appearance. While outwardly appearing to be inanimate, Crimson Nightmare actually contains some sentience. On occasions, one of Crimson Nightmare's eyes may open up and stare at the examiner, though this is usually disregarded as an illusion. This strange object has the ability of perceiving its wielder's flow of chakra and state of mind and would react whenever the user is placed under a genjutsu.

Ability:
Crimson Nightmare has the ability to detect illusionary techniques cast on the user by noticing the user's altered flow of chakra and state of mind. By doing so, it "awakens", changing the expression of its facial features and can even make some noise from its mouth as it forcefully absorbs chakra from the user proportionate to the genjutsu's rank. Though in reality, chakra is not the only thing it absorbs. It would also absorb the casted genjutsu and store it within itself to then send it back into the mind of whoever casted that genjutsu, placing them in the genjutsu instead. Basically mirroring back the illusion. This ability of Crimson Nightmare is not performed by the user. It is done by Crimson Nightmare's own volition, which allows the user to perform a technique of their own aswell. The usage limit of this CW's ability is restricted to twice per S-Ranked genjutsu and thrice per A-Ranked genjutsu whereas it does not have a usage limit against B-Rank or below genjutsu. Whenever this ability is used, it counts towards the user's three moves per turn. An exception to what illusions Crimson Nightmare doesn't react to are genjutsu performed by the user himself.

□ Declined. The ability of the CW would clash with the Sharingan Genjutsu that can be used to cast back illusions on the caster, as well as other CW which react automatically to Genjutsu or foreign chakra, like Teno's CW (the eye-patch one he had). □
 
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Erzo

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(Doton: Yume) Earth Release: Dream
Type: Defensive/Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: N/A (-5 per turn)
Damage: N/A
Description: An Earth jutsu made to make use of existing Earth techniques, Dream is used to make use of the many different characteristics and properties the Earth element has, taking those traits and making use of them in a different way. This jutsu activates in conjunction with the technique used, and allows the user to change its original features whilst all other aspects of the jutsu remain the same (rank, damage, range). For example, the user uses Earth Release: Sticky Earth Drop, but could change the properties of what once was a Swamp like liquid, into a rock solid block of Earth, aiming to crush all below it. Moreover, the opposite could occur, where something such as Earth Release: Dropping Lid which is solid in nature could become a lid made out of viscous mud aiming to splatter the field, and entrap the opponent. Of course this jutsu also works with other Earth jutsus which have the ability to give different traits to normal Earth (e.g make it more abrasive, darker and harder similar to Earth Release Armor, but in return would gain its vulnerability to Lightning). ~ However, this jutsu also has its limitations. Once posted, can only use the properties/characteristics of a single Earth jutsu (which must be posted as a reference), and will only affect three of the users chosen Earth techniques, with this jutsu having to be re-posted after if its uses are required again. In addition, it can only be used three time per battle, with a two turn wait after each use.

□ Declined. An interesting premise, however, this clashes with several customs made over the years (from Lili's Bovine Intervention, NK's Saliva of the Acrid Toad to a Kisei technique where states of matter are changed in the Transformation technique under Charms) and covers too large of an area for it to be approved like this. □

Approval:

(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an exoskeleton, or rather more of a slimy yet thick skin of an Olm equal to the size of the user on their skin, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned skin has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communication with them.

Note:
Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.

Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.

□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink.

 
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Vegeta

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( Katon - Sūpā Saiya-jin Burū ) - Fire Style - Super Saiyan Blue
Type: Supplemental
Rank: N/A
Range: N/A
Chakra Cost: 5
Damage Points: N/A
Description: After using Fire Style - Scorching Rage the user can focus quickly manipulating the fiery chakra, increasing oxygen supply leading to a radiating soot produced due to a more complete combustion. the reaction creates enough energy to excite and ionize gas molecules in the flames leading to a blue appearance. With the users ability to to manipulates the flames to a golden color, they will immediately take on this blue color passively after this is used. This adds no value as far as offensive or defensive, and is merely cosmetic in nature.

~Notes~
- Must be used when activating either Scorching Rage/Berserker/Demoniac
- Does not count towards the users 3 moves per turn.
- Must be taught by -Vegeta
-visual depiction of fire color-
You must be registered for see images

Declined I appreciate the commitment but t will need a rank even if it's a low one and it will cost a move per turn, but I look forwards to a dbz fight with you mwahahaha
( Fūton/Fūinjutsu - Mafūba! ) Wind/Sealing Arts - Evil Containment Wave
Type: Supplemental/Defensive/Offensive
Rank: Forbidden
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90 (-20)
Description: After molding their wind chakra the user will take a stance with both arms by their sides and hunched down somewhat before thrusting both hands forwards releasing a stream of wind from between their hands. Upon releasing the chakra, a powerful wind with a greenish hue jet streams towards the target spiraling forming a short range sized tunnel like vortex with the user safe in the center, like being in the eye of a tornado. The user can then use their chakra to focus a sealing formula into the wind stream itself. This sealing formula, if making contact would begin to wrap around the targets body as the winds grab hold of the target. Once the target is hit, the winds reverse polarity drawing whatever is in it towards the user like a tornado lifting someone violently off the ground. The winds would slice and assault the target while spiraling them towards the user thru the air.

~Notes~
- Can only be used 1x
- Seal is A ranked and if used counts as a move though occurs in the same time frame
- If the target escapes the seal they will be left winded slowing them down 1 Rank in speed for 1 turn
- User suffers minor fatigue from molding and exerting so much chakra, being unable to mold Wind chakra above A rank for 1 turn after using
- Must be taught by -Vegeta
-ref-
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Pending - need to discuss with nk if wind can carry a sealing formula if not I have an idea how to make this work in another way
-resub-
( Katon - Sūpā Saiya-jin Burū ) - Fire Style - Super Saiyan Blue
Type: Supplemental
Rank: D
Range: Self
Chakra Cost: 10 for Activation (-5 per turn to maintain)
Damage Points: N/A
Description: After using Fire Style - Scorching Rage/Berserker/Demoniac the user can focus quickly manipulating the fiery chakra, increasing oxygen supply leading to a radiating soot produced due to a more complete combustion. the reaction creates enough energy to excite and ionize gas molecules in the flames leading to a blue appearance. With the users ability to manipulate the flames to a golden color, they will immediately take on this blue color passively after this is used. This adds no value as far as offensive or defensive other than the chakra expended to use and maintain, and is merely cosmetic in nature and therefore can be used passively alongside one of the 3 listed Scorching jutsu's, not taking up additional space in time frame.

~Notes~
- Must be used when activating either Scorching Rage/Berserker/Demoniac
- Must be taught by -Vegeta
-visual depiction of fire color-
You must be registered for see images

□ Declined. Unfortunately, colored Fire clashes with Imperfect's CJ, as well as Yin's abilities to change the color of elements. □
 
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Korra.

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Korra bio being a Otsutuski and with Snakes

(Cotoise) – Torkoal
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Torkoal is personal puppet made by Korra herself. Torkoal is the same size of Salamander and is based off an actual turtle. Where the shell would be is a metal type shell which can open up and allow the user to sit in and hide inside the puppet. The user could also get an opponent inside the shell and have the puppet inject senbon from the inside of the shell to stab the opponent that is trapped inside it. The puppet also has a launcher inside its mouth being able to launch smoke-balls, poison smoke-balls, ninja tools and able to use fire jutsus through its mouth. Torkoal has the ability to react its head and legs inside its body and have blades produce from its side and spin in a fast motion like a bladed fan. The blades are covered in Puppeteer Poison and is coated in chakra making it able to break through A rank and below earth ninjutsu. Torkoal also has on the bottom of all four of its feet an opening it can use to create a chakra propulsion so it can launch it self in the air or in a different direction than where he currently is at.
Note: Must be taught by Korra
Note: The user can start inside Torkoal or must summon him
Note: Using the Bladed Spin. Chakra propulsion or Fire Ninjutsu counts as one of the users move
Looks like
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Declined: the puppet simply will not be permitted to have access to all canon (or custom) fire techniques. You must limit it to relatively basic fire-related abilities, then elaborate upon the specific applications of Katon in the description.


Updating

Its in the old thread so cant quote

(Aisu Joō no Hōrudo) The Ice Queen's Hold
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user will use their sword and channel chakra into it. The user will swing their sword in a circular motion using the chakra in the sword to create 6 star figures, double the size of normal shurikens, in front of them. The user will then point the sword at the opponent and have the stars launch at the opponent when the starts get to the opponent the stars form into a collar like object that attaches onto the opponent and then squeezes the opponent and bind them so that the user can strike them. The user has control of the stars and can make them change direction mid air so if an opponent jumps out the way the user can change the stars directions to get to the opponent. If the opponent has strength or speed like A, 3rd Raikage, Tsuande, Sakura, etc. the opponent can break free of the bind.
Note: Usable 4 times a match
Note: Bind last for 1 turn.
Note: Must be taught by Korra

Declined what are these even made of?


(Sunēkuātsu: Sunēku no Sapōto) Snake Arts: Snake Support
Type: Offensive/Defensive/Supplementary
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When the user is in close combat/hand to hand with the opponent the user will channel their chakra to a region of their body. Using the same principle as Hidden Snake and Hidden Multiple Snakes hand the user will have a snake or snake emerge from their body (while staying connected to their body) to attack the opponent or defend the user from taijutsu attacks. The snakes are connected to the users body and can emerge from any location of it like the back, shoulder, chest, etc. Depending on how much chakra the user channel more snakes can emerge at once. If the user channel enough for a C rank than only 1 snake can emerge. If enough for a B rank than two snakes and if enough for an A rank than 3 snakes can form from the user body. The snakes has venom that mess with the opponents nervous system the longer they are exposed/untreated. After 1 turn they will feel numb and after 3 they will have their electrical signals cut off and will become partially paralyzed. After 5 turns the venom blocks motor neuron pathways to skeletal (voluntary) muscles, causing full paralysis.
Note: Must know Snake Summoning
Note: Must be taught by Korra.
Note: Usable 3 times per battle with a 2 turn cool down of snake ninjutsu

Leaving for another mod


Approved: edits annotated in pink.

(Aisu Joō no Hōrudo) The Ice Queen's Hold
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user will use their sword and channel chakra into it. The user will swing their sword in a circular motion using the chakra in the sword to create 6 star figures of chakra, double the size of normal shurikens, in front of them. The user will then point the sword at the opponent and have the stars launch at the opponent when the starts get to the opponent the stars form into a collar like object that attaches onto the opponent and then squeezes the opponent and bind them so that the user can strike them. The user has control of the stars and can make them change direction mid air so if an opponent jumps out the way the user can change the stars directions to get to the opponent. If the opponent has strength like A, 3rd Raikage, Tsuande, Sakura, etc. the opponent can break free of the bind.
Note: Usable 4 times a match
Note: Bind last for 1 turn.
Note: Must be taught by Korra

□ Update approved. □

New Submissions

(Hebi Kuchiyose: Ophidian) - Snake Summoning: Ophidian
Type: Offensive/Defense
Rank: S rank
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ophidian is special snake from Korra's personal Snake Summonings. Ophidian was infused with the Orange light of Greed from Korra's Power Ring. Ophidian is orange colored and has the Orange Lantern symbol from Korra's ring on its forehead and is slightly smaller than Aoda. Ophidian scales are special in which they can absorb chakra through contact unless the user summons him making Ophidian a snake that would be hard to touch physically. Even if Ophidian shed his scales to avoid damage the leftover scales still have the chakra absorbing properties. Ophidian can also "eat" and defend from jutsus up to A rank. Just like the the Orange Ring mode on Korra's ring Ophidian can create chakra constructs of snakes from his body ( can create the same number of snakes like (Mandara no jin) – Myriad Snake Net) that can also attack the opponent or bind them while Ophidian can do something else.
Note: Has to be taught by Blake Belladonna
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Note: All of Ophidian abilities counts as one of the users move
Looks like
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Declined: its connection with your CW is a no-go (confirmed with NK).

 
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KeotsuEclipse

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Coding is a little weird because I tried to quote the locked threads by hand...

Referenced Custom Weapon:



(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue nagamaki (essentially a katana with a hilt as long as its blade), the blue color of the sky at dawn. The nagamaki's blade is longer than a standard katana's, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level; this is achieved by the sheer length of the blade itself extending the range of physical attacks, and by reinforcing energies that move across the blade, to augment energy based attacks; that is, physical attacks are extended in range due to the blade being nearly twice as long as a normal sword, and energy attacks are increased in range because the nature of Mythos in this form allows their energies to be further refined so that they can be stretched to further ranges without a loss in effectiveness.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
Nagamai
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‡ Approved ‡

(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage. All Kenjutsu attacks have a doubled chakra cost, but are twice as effective, doing twice as much damage with offensive techniques, allowing them to fight on ground with techniques of equal damage, and doubling the effectiveness of defensive techniques, allowing them to block twice the damage they did before.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
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‡ Declined ‡ Boosts of x2, even if they're defensive, will not be approved. The maximum I'm going to allow is +20.

(Densetsu-no Kamei Gigei: Dyurandaru) Legendary Command Art: Durendal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Durendal", from the French "to endure". This is Keotsu's preferred form for Mythos, and in this form Mythos takes on the form of a remarkable straight sword with black colored metal, though the edges gleam a mirror-like silver. True to its name, the Durendal form is meant for long bouts, and helps augment the energies that move across Mythos so that Keotsu's energies go further, making it so that all Kenjutsu techniques of any type have their chakra cost halved, and Kenjutsu techniques that have a per-turn upkeep cost have that cost reduced by half. Likewise, when energies are drawn into Mythos that would normally be negated or neutralized due to the blade's composition, half the chakra cost of that technique is instead fed back into Keotsu's reserves.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
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‡ Approved ‡
(Densetsu-no Kamei Gigei: Dyurandaru) Legendary Command Art: Durendal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Durendal", from the French "to endure". This is Keotsu's preferred form for Mythos, and in this form Mythos takes on the form of a remarkable straight sword with black colored metal, though the edges gleam a mirror-like silver. True to its name, the Durendal form is meant for long bouts, and helps augment the energies that move across Mythos so that Keotsu's energies go further, making it so that all Kenjutsu techniques of any type have their chakra cost halved,Kenjutsu techniques that have a turn limit have that limit doubled, and Kenjutsu techniques that have a per-turn upkeep cost have that cost reduced by half. Likewise, when energies are drawn into Mythos that would normally be negated or neutralized due to the blade's composition, half the chakra cost of that technique is instead fed back into Keotsu's reserves.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
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‡ Declined ‡ Keep the original.

(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The Shield has a very unique power that acts as a blessings of sort - while wielded, Keotsu is incapable of taking any sort damage or status effect, though he does still suffer an equivalent drain on his life-force - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can maintain its abilities even if the sword of Mythos leaves that state; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: While the Shield of Hylia is wielded, Keotsu is incapable of taking physical damage from outside sources, and and is immune to status effects, such as paralysis, burns, blinding, and frostbite. Instead, he would suffer an equivalent reduction from his HP of damage he takes. Damage that can't be easily quantified, such as freeform, is treated as taking 5 damage, plus any modifiers to the type of damage. This does not translate as an "immunity" to pain. The "effects" of an attack are still felt, and an unblocked attack still deals knockback.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle; if this is done, it has no chakra cost, as it is considered that the shield was carried into battle.
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‡ Declined ‡ This is just too much. I don't see myself allowing any of these abilities.
 
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Matt

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(Bakuton: Chijoku) – Explosion Release: Vilification
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is to be used in conjunction with Imperial Armament. Vilification allows for the user to infuse an additional amount of chakra into the Explosive chakra construct created imbuing the construct with a limited form of sentience. Because of the highly versatile and malleable nature of Explosive chakra Vilification allows for the user to reshape the explosive chakra, should it be needed, into a new form. This allows familiars within almost any realm of the user’s imagination, within reason of the size of the construct created through Imperial Armament. However, because of the nature of Imperial Armament and Explosive chakra a familiar’s form does not have to be normal. A sphere of Explosive chakra can be molded and imbued with limited-sentience just as well as a bird of Explosive chakra. Vilification allows for the Explosive construct to free itself from the user’s concentration and allow the two to act independently from one another in accordance with the user’s will. The construct can also become able to utilize Explosion Release techniques equivalent to its rank without the need for hand seals; as such an A-Rank construct can use A-Rank and lower Explosion Release techniques. Constructs under the effects of Vilification can last on the field for a maximum of four turns. This technique can be used twice per battle. Due to the nature of Vilification the infusion will occur within the same timeframe as Imperial Armament.

‡ Declined ‡ Clashes with existing abilities.

(Bakuton: Teikoku Jōrei) – Explosion Release: Imperial Ordinance
Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique is considered the sibling technique of Imperial Armament. This technique allows the user to infuse Explosive chakra into a solid surface within short-range of the user’s location. The basis of this technique is similar to Lightning Release: Four-Pillar Bind which uses Lightning chakra to manipulate and shape the earth around the user. This technique will apply Explosive chakra to infuse and shape the earth around the user’s position in accordance to the user’s wishes and needs, within reason. Like all Explosion Release techniques these constructs will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the constructs inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Ordinance can be angled in a direction of the user’s choosing allowing for the negation of damage and recoil. A and S-Rank applications of this technique require the user to use a single Tiger hand seal for both its creation and sustainment, at the cost of ten chakra per turn. S-Rank explosions produced by Ordinance create an explosion spanning mid-range from its impact location while lower ranked applications created short-range sized explosions. The user is also capable of producing multiple constructs through the usage of Imperial Ordinance; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns. When the S-Rank version is used, no S-Rank or above Explosion Release techniques in the user’s next turn.

‡ Approved ‡
 
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Goetia

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Fuanteina Kenshi / The Unwavering Swordsman
Type: A
Rank: Offensive/Defensive
Range: Short
Chakra: 30
Damage: N/A (30 if offensive strike connects)
Description: This technique has two methods of application, but both follow the same basic principal. In the defensive application, the user will block an opponent's strike with their sword and create a bladelock between themselves and the opponent. Then, focusing a great amount of chakra and strength into their core, combined with the momentum and force of the enemy's strike, the user will push back with great force against the enemy, sending them harmlessly staggering backwards by a few meters at least. In the second application; the offensive, the user will attack using their sword in any manner with a great amount of strength. If the attack results in a bladelock, the user will then follow the same method as in the defensive application; gathering their chakra and core strength, the user will push back the enemy, causing them to stagger and be sent back a few meters. The purpose of this technique is to shift the balance of engagement in favour of the user by staggering the opponent and getting them off balance, and then closing in to dominate.

Notes

- Can only be used thrice per battle
- Can only be taught by Rᴜʀūsʜᴜ

□ Approved. □

Meiton: Kurayami no Kami no Geito / Dark Release: Gate of the God of Darkness
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique revolves around utilising the powers of Dark for pure destructive purposes. After absorbing a sufficient amount of chakra through Inhaling Maw / Ultimate Inhaling Maw, the user will channel an extreme amount of Dark chakra in order to fuel the technique, and create a single portal of Dark chakra or a large scale amount of smaller ones within short-range of their position. They will release the chakra from their dark mark and it will shape into the portal(s) upon release. From this portal(s), the user will summon various smaller masses of Dark chakra, using shape manipulations to give them the shape and basic physical features of weaponry, e.g. swords, shuriken, kunai, lances etc., but still retaining the signature blue hue of Dark chakra. Upon mental command from the user, the chakra weapons will surge forth from the portals extremely quickly, as if numerous arrows fired from bows. The dark chakra exhibits solid-like tangibility (similar to Fire Release: Dragon Flame Release Song Technique). Once the weapons strike the target, the natural properties of Dark chakra will begin to take effect, absorbing chakra from the target if there is any to be found, following the strengths and weaknesses of Dark Release. If the user so chooses, they can detonate an individual chakra weapon, which will set off a chain reaction with the other chakra weapons, culminating in a large explosion.

Notes

- Can only be used twice per battle
- No Meiton techniques S-Rank or above in the user's next turn
- Can only be taught by Rᴜʀūsʜᴜ

‡ Approved ‡ Your restrictions are filler-ish. "No Meiton above S-Rank in the same turn" is meaningless.

Meiton: Hantā no Uragiri / Dark Release: Treachery of the Hunter
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Once the user has absorbed chakra from Inhaling Maw / Ultimate Inhaling Maw, they will channel Dark chakra into the Dark seal on their hand. Utilising very careful shape manipulation, the user will form it into the shape of a bow, made purely of Dark chakra. Then, as if using an actual bow, the user will draw back on the bow, instead drawing a concentrated mass of Dark chakra which serves as the "arrow", and firing it. Getting to full draw only takes a moment, so it is a fairly quick process. The "arrow" of Dark chakra will shoot towards the target and once it connects with a solid object, it will reform itself into a mass of pure Dark chakra. A target which is hit directly by the arrow will suffer wounds akin to being struck by a real one, only the damage suffered upon collision is much worse, due to being hit by pure Chakra mass that explosively reforms itself. Anything within short-range (max 5 meters of the orb) that hasn't been directly struck will be attached to the orb via chakra anchors which possess powerful suction abilities, though they do not physically injure the target(s), instead only sapping their chakra and causing restricted movements as a result. The anchors themselves, as well as the Dark orb, are pure Dark chakra, so they will respond to any attempts to destroy it according to the strengths and weaknesses of Dark Release. The orb will sustain itself for two turns, before it dissipates and returns to the user as Dark chakra to be added to their reserves.

Notes

- Can only be used three times per battle
- Can only be taught by Rᴜʀūsʜᴜ

‡ Declined ‡ Clashes with Sniper Arts. The CFS patents the use of physical arrows as well as chakra-based ones.

□ Both Pending. Leaving for Vex/NK. □
 
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Python

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(Katon: Shiranuigata Guren Hōōken) - Hidden Fire Form - Crimson Lotus: Phoenix Blade
Type: Offensive
Rank: S
Range: Short - Mid range
Chakra cost: 40
Damage points: 80
Description: Using a style similar to the fire dragon slayer, the user will gather a large amount of fire chakra and release it throughout their entire body in a huge surge. In doing this they will cover their entire body in focused flames that don't harm them (or anyone around them) while at the same time they release a extremely powerful jet of fire from their feet to propel them in a chosen direction like a rocket, shot at fast speed. It will look like the user is shot like an overly large flaming arrow, but that's not all. As the the user is shot through the air, they release pulses of fire around their body (in short range) that look like bright rings of flame, this helps them to break through larger defenses and destroy anything (following strengths and weaknesses of Fire) in their path to reach their target. As they hit their target with a punch or even a headbutt, the strike will be extremely powerful due to the pushing force behind it from the propelling fire, able to cause blunt trauma. As they reach their target the user can release the fire around them outwards to mid range in a destructive explosion outwards from them. The user being the epicenter wouldn't be harmed by this but anyone caught in the blast would have 3rd degree burns and internal damage from the explosive force of the near solid fire, like Sasuke's fire dragon jutsu.
Note: usable twice
Note: No water jutsu in this or the following turn
Note: No jutsu above A rank in the following turn.

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□ Approved. Edits made. □
 
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Mellow

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(Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank:Forbidden
Type:Supplementary/Offensive
Range: Short-Mid
Chakra cost: 50
Damage points:90 (-50 to user)
Description: This technique is evoked when thunderclouds are present, be it technique-produced or natural. The user will yell, scream, roar, etc., infusing the cry with high frequency, low energy Sound waves that are carried into the atmosphere. The sound waves will resonate through the clouds in the sky, marinating within until the user forms two handseals, seizing control of the sound waves. The handseals will trigger a powerful thunderclap within the clouds, with the sound of the thunder resonating downwards as a high energy, low frequency sound wave at Wind style speeds. The impact of the Sound wave on the terrain generates a powerful shockwave that echoes throughout the air, resonating through everything caught within its proximity. The shockwave would be so powerful that the impact would send large rocks and other debris flying in every direction up to five meters. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzed, resulting in death if left unguarded. The user would be positioned within the center of the destruction , similar to the eye of a hurricane. The shockwave won't directly fall upon him due to incredible chakra control, but only extends short range beyond the user in all directions but the user will also suffer recoil damage from the technique. The high levels of escess sound waves would ultimately backfire on the user, causing their own muscles to take damage to the point that taijutsu over C-rank would be deemed impossible to succesfully execute for a prolonged period of time. If the user moves at any speeds higher than their base within a four turn duration, their body will begin to take damage for each turn the user decides to run at a higher than normal speed.



Note: Can only be used once per battle.
Note: No Sound techniques may be used within the following four turns
Note: No Taijutsu above C-Rank for five turns.
Note: -10 damage each turn after the usage of this jutsu to those who choose to move at high speeds.
Note: Destructive sound waves can be seen as ripples through the air as they come down.
Note: Can only be taught by Mellow

Declined when you make edits bold them
(Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank: Forbidden
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 50
Damage points: 90 (-50 to user)
Description: This technique is evoked when thunderclouds are present, be it technique-produced or natural. The user will yell, scream, roar, etc., infusing the cry with high frequency, low energy Sound waves that are carried into the atmosphere. The sound waves will resonate through the clouds in the sky, marinating within until the user forms two hand seals, seizing control of the sound waves. The hand seals will trigger a powerful thunderclap within the clouds, with the sound of the thunder resonating downwards as a high energy, low frequency sound waves at Wind style speeds. The impact of the Sound wave on the terrain generates a powerful shockwave that echoes throughout the air, resonating through everything caught within its proximity. The shockwave would be so powerful that the impact would send large rocks and other debris flying in every direction up to five meters. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzed, resulting in death if left unguarded. The user would be positioned within the center of the destruction, similar to the eye of a hurricane. The shockwave won't directly fall upon him due to incredible chakra control, but only extends short range beyond the user in all directions but the user will also suffer recoil damage from the technique. The high levels of excess sound waves would ultimately backfire on the user, causing their own muscles to take damage to the point that taijutsu over C-rank would be deemed impossible to successfully execute for a prolonged period of time. If the user moves at any speeds higher than their base within a four turn duration, their body will begin to take damage for each turn the user decides to run at a higher than normal speed.



Note: Can only be used once per battle.
Note: No Sound techniques may be used the samr and within the following two turns
Note: No Taijutsu above C-Rank for three turns.
Note: -10 damage each turn after the usage of this jutsu to those who choose to move at high speeds.
Note: Destructive sound waves can be seen as ripples through the air as they come down.

Note: Can only be taught by Mellow

✦ Approved ✦

(Katon: Jigoku ni Kaku) - Fire Release: Hidden In Hell
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (+5)
Damage Points: N/A
Description: This advance supplementary technique takes on the property of fire that allows for material to be masked, and hidden inside the otherwise destructive flames. The creation of this jutsu is simple enough and is done through two methods: either spewing flames that cover the entire distance of the battlefield, or the slamming of the users hands on the ground causing the flames to erupt upward and outward, once again, covering the battlefield. The covering of the battlefield is also in complete control of the user, they can localize the flames, be specific with their placement of the flames, and shape them around whatever terrain there may be. In short, the user has complete control of the flames at any time during the duration of the battle. Now the flames are not destructive, though anyone who does not meld with the chakra of the fire (such as an opponent) will be burn as if it is a natural fire, but that is the length of its destruction. The user can now perform jutsus emitting from around the flames or even mask their jutsus from within the flames, using the flames as a creative way hide the jutsus and tactics of the user. This includes weaponry, summons, and even oneself. Anything that has either the chakra of the user or belongs to the user, will be completely safe from the flames. The jutsus and material will be coated by the flames so the opponent will simply make to believe that a fire technique is being aimed their way as well, though once again, this does not allow for any boost of the jutsu due to the coat of the flames. Due to the flames being naturally nondestructive and weak, when they are attempted to be destroyed, the user can spend an extra sum of chakra to replenish the flames.

✦ Declined, has been done before. ✦

(Katon: Takara no Hag) - Fire Release: Treason For Treasure
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will create an arrow and release it to the opponent with haste. This arrow was said to be crafted by the Devil himself, and thus has many unique properties that come along with it. First and foremost, the arrow will emit extreme heat, so much so, it will cause the area around and behind the arrow to "blur" which is a natural occurrence due to high temperatures, this part of the arrow is a natural part, but the other two concepts builds on top of this. When launched, the arrow will actively and randomly have bursts and pops on the end of its body, causing it to change speed and direction radically. With the blur of the heat and the random movement of the arrow, only advance eyes will be able to predict its final destination. If for example, there are eyes that are extremely advance, the user can perform one hand seal and cause the end of the arrow to pop outward, emitting a very bright, momentarily heat flare, that can blind and distract the eyes to the like of the Sharingan (not the Byakugan). The final place on contact on the opponent's body will be called by the user before the actual release of the arrow, all the other movement is simply meant as a distraction and method to prevent the opponent to predict the aim of the arrow without external help.

Notes: Can only be used four times

✦ Declined, clashes with Sniper Arts. ✦
 
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RuckenTM

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(Kuchiyose no Jutsu: Obi) - Summoning Technique: Obi
Type: Supplementary
Rank: S-class
Range: Short
Chakra: 40 (-10 to initiate scale distortion)
Damage: N/A
Description: Obi (三尺帯, Obi), like all other snakes, is an inhabitant of the Ryūchi Cave and the personal summon of Illumi Uchiha. In stark contrast to Manda, a snake of similar size to it, Obi seems to be the silently mannered and mission orientated to its summoner, as shown when he is summoned he addresses Illumi instead as "Lumi" and questions what his dutifully is to be without any other delay to all his orders. Obi is a large yellow snake with yellow eyes who easily towers over even the tallest of humans and is easily comparable in size to the largest of summons. Like many snakes, Obi possesses large infrared-sensitive receptors on its snout which, coupled with its perfected sense of smell/taste (using its tongue it can "taste" the air, which allows for an amazing sensitive sense which mixes both smell and taste) and his above average eyesight, allows him to be an extremely precise and acute fighter, capable of easily search and find its prey, even if camouflaged or hidden. As a snake, Obi is extremely fast and nimble, successfully moving through an entire forest of trees, while evading possible counters of attacks. The movement speed (it can run and move at three times the running speed of a normal Kage rank ninja) and its resilience to damage (immune to A-Ranks) as well as the physical power it possesses (its physical blows and attacks are A-Rank) are its main skills since it lacks the ability to use any-elemental ninjutsu. When Illumi makes a single handseal and streams chakra through its scales, the scales distort rays of light when stared upon which does evoke motion sickness, perceptual effects of disorientation, eye straining, and decreased postural stability the longer they're to stare (ineffective upon Doijutsu users). This happens due to Obi's natural scales happen to have microscopic uneven textures that can normally with light act as a complex camouflage mechanism. Obi is well known to other snakes of his unique scales and is feared by other snakes. His ranked highly among his fellow serpents and known as a squad leader back at Ryūchi Cave.
Note --- Lasts for 2 turns.
Note --- Can only be summoned once and by Uchiha Illumi biography.
Depiction:
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Declined - no matter how good your eyes are without seeing chakra you wont be able to see someone in camo. Snakes don't have hands for seals. And distorting light to cause motion sickeness is a no. Basically all the red needs to be reworked
(Kuchiyose no Jutsu: Obi) - Summoning Technique: Obi
Type: Supplementary
Rank: S-class
Range: Short
Chakra: 40 (-10 to initiate scale distortion)
Damage: N/A
Description: Obi (三尺帯, Obi), like all other snakes, is an inhabitant of the Ryūchi Cave and the personal summon of the Ikiru Uchiha. In stark contrast to Manda, a snake of similar size to it, Obi seems to be the silently mannered and mission orientated to its summoner, as shown when he is summoned he addresses Ikiru instead as "Iku" and questions what his dutifully is to be without any other delay to all his orders. Obi is a large yellow snake with yellow eyes who easily towers over even the tallest of humans and is easily comparable in size to the largest of summons. Like many snakes, Obi possesses large infrared-sensitive receptors on its snout which, coupled with its perfected sense of smell/taste (using its tongue it can "taste" the air, which allows for an amazing sensitive sense which mixes both smell and taste) and his above average sense of smell, allows him to be an extremely precise and acute fighter, capable of easily search and find its prey, even if camouflaged or hidden. As a snake, Obi is extremely fast and nimble, successfully moving through an entire forest of trees, while evading possible counters of attacks. The movement speed (it can slither and move at twice times the running speed of a normal Kage rank ninja) and its resilience to damage (unfazed by B-Ranks) as well as the physical power it possesses (its physical blows and attacks are A-Rank) are its main skills since it lacks the ability to use any-elemental ninjutsu. Due to Obi's natural scales happen to have microscopic uneven textures that can normally with light act as a complex camouflage mechanism. Obi is well known to other snakes of his unique scales and is feared by other snakes. His ranked highly among his fellow serpents and known as a squad leader back at Ryūchi Cave.
Note --- Lasts for 4 turns.
Note --- Can only be summoned once and by Uchiha biography.
Note --- Overcoming ranked attacks or objects with physical blows count as a move.


Approved: decreased its durability but increased the number of turns it's allowed on the field.


(Genjutsu: Sharingan'o-Kunō) - Illusionary Arts: Heaven's Wheel Eye-Comand
Type: C
Rank: Supplementary
Range: Short - Long
Chakra Cost: 15
Damage Points: N/a
Description: Initiated by looking at their opponents; their victims experience a relatively short and quick paralysis of their extraocular muscles which controls the movements of the eye, disabling them from changing their eye's location. Or further to complicate the situation, this jutsu allows the user to choose whichever muscles that would be paralyzed. I.e; upper, or lower and even sideways muscles, therefore, the stiffen muscles will pull on the regulars forcing the victim to look at a desired place(s) at the user's will. While this jutsu isn't a Sharingan Genjutsu by all means, besides, it being used solely by Uchiha clan members, who were profound Sharingan Users.
Note: Paralysis lasts 1 turn; while also this jutsu can only be used by Uchiha Biographies.

Declined - just based on sharingan have been bannned since 2010 with the only acception being custom MS
(Genjutsu: Sharingan'o-Kunō) - Illusionary Arts: Heaven's Wheel Eye-Command
Type: C
Rank: Supplementary
Range: Short - Long
Chakra Cost: 15
Damage Points: N/a
Description: Initiated by looking at their opponents; their victims experience a relatively short and quick paralysis of their extraocular muscles which controls the movements of the eye, disabling them from changing their eye's location. Or further to complicate the situation, this jutsu allows the user to choose whichever muscles that would be paralyzed. I.e; upper, or lower and even sideways muscles, therefore, the stiffen muscles will pull on the regulars forcing the victim to look at a desired place(s) at the user's will. While this jutsu isn't a Sharingan Genjutsu by all means, besides it being solely used by skillful Uchiha clan members, who were profound Sharingan Users.
Note: Paralysis lasts 1 turn; while also this jutsu can only be used by Uchiha Biographies.

✦ Declined, Pervy is correct. This is a Sharingan Genjutsu despite you trying to say otherwise. DNR ✦

(Katon: Shishamasu) Fire Release: Death Hands
Rank: B-rank
Type: Offensive, Defensive
Range: Short-Long
Chakra Cost: 20 (-10 to sustain jutsu per turn)
Damage Points: 40
Description: They'll release a surge of katon chakra around any part of their body to create a layer of hot ash. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/defensive purposes, even in enormous amounts. This can be combined with other jutsu like ash/fire/wind related/mixed jutsu to give them +1 rank in damage up to S rank, S rank and above gain +10 damage. Covering the user in the ash lasts for up to two turns and the user can't use any-water release while active.

Declined - needs to say fire only in the same turnand it will only reach mid range
(Katon: Shishamasu) Fire Release: Death's Hands
Rank: B to A-rank
Type: Offensive, Supplementary, Defensive
Range: Short-Mid
Chakra Cost: 20-30 (-15 to sustain jutsu per turn)
Damage Points: 40-60
Description: After forming three handseals, they'll release a surge of katon chakra around any part of their body to create a layer of hot ash or by release it from their own body, and at will they can manipulate existing ash i.e via; ash gourd. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/Supplementary/defensive purposes, even in enormous amounts. This can be combined with other jutsu like Fire jutsu to give them +1 rank in damage up to S rank.
Note: While Jutsu is sustained (for up to 3 turns), Users can only utilize Katon or related Fire style Ninjutsu only.

✦ Approved, edited bits though I'm fairly certain I've seen something like this already... ✦
 
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Wakizashi

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(Kuchiyose no Jutsu: Kyodaina tokaka) - Summoning Technique: Giant Toucans
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description:
The user will summon a generic Giant Toucan whose size can vary from a 10 meter tall Toucan to ones the size of a boss summon, rivaling 50 meters tall. These Toucan vary in appearance and size and serve only as basic warriors, having only the normal characteristics of Toucans. Although they are quite simple Toucans, they are very enduring and resistant and, when big enough (about 50 meters tall) they can take up to B-Rank damage.
Note: requires Toucan contract.
Note: can only be summoned once


Declined: simply put, the possible sizes are far too large. Yes, other contracts have something similar—this seems to be a copy-paste of the canon Giant Snakes technique, with "toucans" substituted for snakes. Unlike the contract canonically confirmed to include a plethora of particularly massive animals, nothing in your approved contract stipulates the toucans can approximate such physical size and furthermore, the antecedent S-rank summonings are merely the size of Akamaru.


(Kuchiyose no Jutsu: 4Tsu no tsubasa no tokaka) - Summoning Technique: Four winged Toucan
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
The user summons a Four-winged, Toucan to attack his enemies. The Toucan is not big but is very fast and dangerous(1.5x user's base speed). Its Peck carries a B-Rank physical damage and its body is small and nimble. Its mass is somewhat smaller than the user but not by much.
Note: Requires signing of the Toucan Contract
Note: Can only be summoned once


Declined: essentially another copy-paste, but this time of the canon Dual-Headed Snakes technique. That being said, the speed and pecking damage are acceptable. Basically, the issue is the toucan having four wings. Giving animals additional appendages on a whim is not something I'm overly keen on permitting, as it would essentially open the door to things like six-legged dogs and four-armed monkeys. If you can provide proof via PM, of custom contract summonings with such things (within recent years), I may reconsider this check and subsequently, approve the toucan without any edits.


(Kuchiyose no Jutsu: Tsuinto~ukan) - Summoning Technique: Twin toucans
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description:
The user will summon two generic, kunai sized Toucan. These toucan vary in appearance and serve only as basic warriors. For defensive purposes, they circle each other while releasing chakra to form a shield that's positioned between the user and the opposing jutsu to properly defend against large scale A-rank jutsu. For Offensive purposes the two toucans encircle the opponent releasing a chakra thread that ties up the opponent immobilizing them. They are very enduring and resistant and they can take up to B-Rank damage when performing the offensive technique.
Note: requires Toucan contract.
Note: can only be summoned once


Declined: the toucans will need a turn limit, and the ability to make basic chakra threads is exclusive to puppeteers.

 
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Joker

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(Fuuinjutsu: Akiresu Ihan)- Sealing Arts: Achilles' Breach
Type: Defense/Offense
Rank: A
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (varies)
Description: The process of this jutsu is done through the slamming of the hands of the user, erecting a barrier around the opponent, in a very similar fashion to that of (Tajū Mugen Hōyō ) - Multiple Infinite Embraces. What makes this technique different, however, is the barrier works to "rip" apart any chakra based armors on the opponent's body. The actual process is the barrier will act to absorb the chakra based armor, with the visual illusion looking like the armor is being torn from the body of the user. One may compare this visual to when the tool of the sage of six paths (Kohaku no Johei) traps somebody inside of itself. The process is similar, where the barrier acts to tear the chakra armor from the body of the opponent, with the armor traveling and attaching itself to the inner walls of the barrier, being no longer "connected" to the user in a physical stand point, and a chakra stand point, it will be weakened slightly (down to one rank) allowing for it to be torn off the body of the opponent with more ease, and as the armors chakra mixed with the users own chakra, it will become volatile, causing an explosion from the inside, with the explosion being composed of pure chakra with damage characteristics similar to that of the armor that was absorbed (so if the armor was heat based, it will be a burning explosion, if it was lightning based, a more shocking explosion). This barrier can also be used against material/matter based elements, by simply tearing the material from the body of the opponent, and the explosion being composed of the debris/material that was composed of the armor. This barrier can work against virtually any kind of element (up to S-Rank), and in some cases against jutsus that require the opponent to hold, or have the jutsu be on the opponent's body, so it isn't narrowed down to just armors, but it is simply a more practical usage due to the longevity of an armor.

Notes: Can only be taught by Joker. Can only be used three times. No fuuinjutsu above A-Rank same turn this is used, and no fuuinjutsu above S-Rank next turn.

Declined - a great idea but a seal that targets armors would also need to be designed for a specific chakra nature when it's this level of fusion like the five elements seal. As such I don't feel you'd be able to break down armors that aren't the basic five like Laguna bones for example. If it was stronger I'd consider it would then would feel it would clash with nagatos absorption that completely breaks down chakra to absorb it.
(Fuuinjutsu: Akiresu Ihan)- Sealing Arts: Achilles' Breach
Type: Defense/Offense
Rank: A
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (varies)
Description: The process of this jutsu is done through the slamming of the hands of the user, erecting a barrier around the opponent, in a very similar fashion to that of (Tajū Mugen Hōyō ) - Multiple Infinite Embraces. What makes this technique different, however, is the barrier works to "rip" apart any chakra based armors on the opponent's body. The actual process is the barrier will act to absorb the chakra based armor, with the visual illusion looking like the armor is being torn from the body of the user. One may compare this visual to when the tool of the sage of six paths (Kohaku no Johei) traps somebody inside of itself. The process is similar, where the barrier acts to tear the chakra armor from the body of the opponent, with the armor traveling and attaching itself to the inner walls of the barrier, being no longer "connected" to the user in a physical stand point, and a chakra stand point, it will be weakened slightly (down to one rank) allowing for it to be torn off the body of the opponent with more ease, and as the armors chakra mixed with the users own chakra, it will become volatile, causing an explosion from the inside, with the explosion being composed of pure chakra with damage characteristics similar to that of the armor that was absorbed (so if the armor was heat based, it will be a burning explosion, if it was lightning based, a more shocking explosion). This barrier can also be used against material/matter based elements, by simply tearing the material from the body of the opponent, and the explosion being composed of the debris/material that was composed of the armor. This barrier can work against virtually any kind of element (up to S-Rank), and in some cases against jutsus that require the opponent to hold, or have the jutsu be on the opponent's body, so it isn't narrowed down to just armors, but it is simply a more practical usage due to the longevity of an armor. What the user will do in stripping away specific elemental jutsus that correlate with the purpose of this jutsu, the user will erect the barrier with a specific chakra nature infused into the barrier, the chakra nature infused will target those jutsus specifically, but can also extend to specific KGs and CEs. Example, the user can summon the fire version of this barrier, and in doing so, can strip away fire armors, but also KG that correlate with the fire element, so armors/jutsus like Scorch release can also be stripped. This allows for the barrier to hone in on specifics and focus its strengths on these specific elemental jutsus.

Notes: Can only be taught by Joker. Can only be used three times. No fuuinjutsu above A-Rank same turn this is used, and no fuuinjutsu above S-Rank next turn.

□ Pending. Leaving for Pervy. □

✦ Declined, make this require contact with the opponent or usable within mid range Max after at least two seals. ✦

(Meiton/Fuuin: Mato no Ibunshi) – Sealing/Dark Release: Mark of the Outsider
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on their palms and apply them to weapons, tools, objects, scrolls or even their clothes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption. Similar to Minato's FTG seals, the user can have any number of these seals applied before a battle and they will only cost chakra when the user activates them through the use of Dark Release techniques. These replica dark marks can be distinguished from the originals as they have a different design (see spoiler). The absorption mark is the black inner circle while the release mark is the white outer circle.

Note: Must be stated in the user's bio

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(Meiton: Hiboshi Jisshitsu) – Dark Release: Devouring Essence
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: During the performance of a fuuin jutsu, the user will imbue it with meiton chakra via their dark mark to give the affected technique the properties of Dark Release. Enhancing barriers with this technique will change their elemental S/W as they become a Meiton technique. Visually this change is observed as the barrier adopting a translucent, violet hue. The barrier will also become capable of absorbing techniques following Dark's elemental S/W, namely neutral techniques of the same rank (one rank above for elements weak to Dark, one rank below for elements strong to it). For techniques and barriers with chakra draining properties, this infusion will enhance them in two ways. Firstly, the amount of chakra they absorb will double as they're augmented by the dark chakra and secondly, they will become applicable to people if they previously only worked on techniques. This will work on all types of chakra draining fuuinjutsu, from barriers to sealing script such as Chakra Draining Seal. To imbue meiton chakra into techniques such as Multiple Infinite Embraces, the user simply requires their dark mark to be in contact with the ground. To apply this to barriers created from seals, the user merely has to place their dark mark in contact with the seal and infuse it. To apply this to barriers created from or materialized around the body, the user will release the chakra necessary to form the technique from their dark mark to imbue it upon creation. Activation of this technique occurs in the same time-frame as the barrier it's applied to but in all of the methods, the barrier is created already infused with the dark chakra, it is not infused after it's creation.

□ Both Declined. We're not at A ranks yet fam, bhill. □
 
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Littlefinger.

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Nan Kaizou: Henkei | Soften Modification: Deformation
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A (depends on the damage absorbed)
Description: After undergoing the Soften Modification surgery, the user, with their newfound malleability/elasticity is able to absorb the physical impact from most attacks, rendering them useless. When they are hit by a projectile or an object, their body reflexively deforms, stretches, flattens, contracts, or expands with the attack, absorbing the impact in the process. Based on the principle of shock absorption, the kinetic energy (i.e., the energy possessed by an object because of its motion) of the impact absorbed is converted to heat energy which is dissipated from the user's body as steam, ensuring that they sustain no damage from it. If for instance the user is stabbed with a sword or shot at with some kind of bullet or even hit with an uppercut, instead of the weapon/projectile piercing their body as expected or the punch fracturing their jaw, their body stretches/deforms until all the force from the collision is absorbed. During that stretching/ deformation process, the kinetic energy is converted into heat energy which causes a small amount of steam to exude from the user's body, effectively dissipating the damage the user would have sustained. The interesting part to this is that when the stretched/deformed body returns to its normal form, it does so with a force and speed equal to that of the attack it deformed with, thus firing the same object with an equivalent amount of damage back at the attacker. This allows the user to surprise opponents with a quick counter-attack that leaves them with a very small window to react. This reflexive deformation their body exhibits thus makes the user virtually impeneterable to kunais, shurikens, swords, senbons, bullets, and similar attacks. Also, attacks that crush, smash, compress, constrict, and do similar things and even explosions are useless against the user. However, if the user is faced with any of the aforementioned attacks that still has harmful properties they may sustain injuries from it if they cannot counter such properties. For instance, a sword that is coated with flames may not be able to pierce the user but the flames can still burn them.
• This technique requires no chakra and happens freeform. However, it must be included in the user's biography or posted for reference during battles.
• Requires Soften Modification surgery.

✦ Declined, you will not become immune to sword or other sharp attacks. Only low level physical damage will be allowed with this at max, meaning anything higher than D rank will cause damage. Just because you have an elastic body does not mean you gain the properties of rubber and become like Luffy. You can and will still be cut, harmed by force and able to be burned otherwise this will not be approved at all. ✦

Nan Kaizou: Bōchō Ningen | Soften Modification: Inflated Human
Type: Supplementary | Defence
Rank: N/A
Range: N/A
Chakra: N/A (+25 if used to boost techniques)
Damage: N/A (+25 to boosted techniques)
Description: This is a technique by which the user takes in great amounts of air through their mouth, thus inflating their torso rapidly. Thanks to their malleable body structure, this extended inhalation causes their body to expand continuously, allowing them to hold in a lot more air than other humans. With this technique, the user is capable of a number of things. In this bloated/inflated state, the user is highly resistant to blunt attacks. While projectile attacks would be deflected back at attackers, the user's elastic body reflexively absorbs the impact from explosions, and also other physical impacts, dissipating the kinetic energy as heat energy in the form of steam. The user's buoyancy increases exponentially in this inflated form, allowing them to float in the air and also in liquids. This "balloon" state can be used to cushion the user's fall from great heights, allowing them to bounce off surfaces like a balloon. Besides the aforementioned generic uses of this technique, the user can become a bit more specific and precise in its usage. By imbuing the massive amount of air inhaled with their chakra, the user can use it to boost some of their Fire and Wind techniques greatly. Fire and Wind techniques that require inhaling air and then exhaling the respective flames or wind will be boosted by +25 when released through this means.
• This technique can be used freeform, but must be placed on the user's biography.
• User must refer to this technique each time they use the boosts.
• Requires Soften Modification surgery

✦ Declined, this is also a stretch of the ability. Stretching your body will not give you a damage boost to elements despite how you word it. ✦

Kakusa Ike ni e no Hōnō | Obscured Immolation
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The user of this technique had often had trouble dealing a critical blow, although he was a master of smoke this didn’t always translate to stealth. Instead of using the smoke to hide, the user of this technique will hide the smoke. The user will drastically decrease the density of the smoke making it a transparent rather than translucent substance. As the density decreases the volume will increase with it, the user can then use this transparent smoke to attack. Since density is reduced, the smoke attacks move at a faster rate than normal smoke. Although this smoke cannot be detected via normal eyesight nor felt as it does not exert any pressure, it can be sensed by sensors and seen with doujutsu. Since its particles become freer in nature, the smell given off by the user's smoke attacks become virtually disappears but become evident the more one inhales the smoke. This technique allows one to manipulate the transparency of the smoke through the manipulation of its density.

Note: This is a passive technique, and thus can be used in the sane timeframe as other techniques. The user can manipulate the transparency of smoke back and forth (i.e., between thick and transparent smoke). Changing from transparent to thick and vice versa can also be done passively, however the user will spend +10 extra chakra points to achieve this.
Note: The smoke will still retain its properties, creating a transparent yet poisonous smoke.

✦ Declined, lol no man ✦
 
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(Koton: Kishi no Marui Teiburu) - Steel Release: Knights of the Round Table
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: This technique is the culmination of Steel Release and the “Arthurian” set of techniques. The user will focus their koton chakra into the ground or a source of steel to create one of the Knights of the Round Table. In the case of Gawain, he can only be created from a source of molten steel. All of the Knights have a unique ability but the one they all share is their ability to regenerate from techniques insufficient in destroying them. This regeneration takes the form of the one exhibited in Steel Release: Growth of Gaheris whereby their bodies are made up of thousands upon thousands of extra fines wires which rearrange and sew back together to undo any damage dealt to them that isn't enough to destroy them e.g. A-Rank Fire.

Galahad – The White Knight
Galahad is a shining example of what a Knight should be. He’s composed of steel almost white in colour and his abilities reflect his nature as the embodiment of the “ideal” knight. He has mastered steel release to the extent he can use all steel release techniques the user knows up to and including S-Rank. He can perform them sans handseals and techniques which come from the body will instead be created from the steel that composes his body. Every technique used by Galahad counts as one of the user’s moves per turn.

Gawain – The Red Knight
Gawain is hot tempered and quick to anger. Unlike the other two Knights, he can only be created from a source of molten steel rather than from a steel source or the ground. He hardens into solid steel on creation but his “body” retains bright red colour of the metallic lava he was formed from. His ability is his capability to control any molten steel on the field through hand gestures alone. His manipulation will always be equal to A-Rank and he can only use it once per turn. It will also count as one of the user’s moves per turn.

Mordred – The Black Knight
A corruption of all the ideals Knights hold dear, that is Mordred. His body is composed of the blackest steel and even his abilities reflect his sinister nature. Rather than using techniques, he seeks to bend and control the world to his will. He can control any steel on the field through hand gestures alone, reshaping and reforming them as necessary for his intended purpose. His manipulation will always be equal to A-Rank and he can only use it once per turn. It will also count as one of the user’s moves per turn.

Note: Lasts for four turns
Note: Each night can be summoned once, if they are summoned alone, they can be destroyed by an S rank. If all three are summoned at the same time, the power is devided between them and they can be destroyed by A rank
Note: Can only be used thrice per battle (once per Knight) If all are summoned at the same time the jutsu can't be used again and takes up two of the users three jutsu per turn.
Note: Only Steel, Fire, Earth, any KG/CE of the aforementioned elements and non-elemental abilities while active
Note: All techniques the knights use count as a move per turn
Note: If used to summon one night must wait two turns to use it again
Note: After the technique ends, the user can't use steel, earth and fire jutsu above A rank for one turn

Approved - made edits
(Koton: Kishi no Marui Teiburu) - Steel Release: Knights of the Round Table
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: This technique is the culmination of Steel Release and the “Arthurian” set of techniques. The user will focus their koton chakra into the ground or a source of steel to create one of the Knights of the Round Table. In the case of Gawain, he can only be created from a source of molten steel. All of the Knights have a unique ability but the one they all share is their ability to regenerate from techniques insufficient in destroying them. This regeneration takes the form of the one exhibited in Steel Release: Growth of Gaheris whereby their bodies are made up of thousands upon thousands of extra fines wires which rearrange and sew back together to undo any damage dealt to them that isn't enough to destroy them e.g. A-Rank Fire.

Galahad – The White Knight
Galahad is a shining example of what a Knight should be. He’s composed of steel almost white in colour and his abilities reflect his nature as the embodiment of the “ideal” knight. He has mastered steel release to the extent he can use all steel release techniques the user knows up to and including S-Rank. He can perform them sans handseals and techniques which come from the body will instead be created from the steel that composes his body. Every technique used by Galahad counts as one of the user’s moves per turn.

Tristan – The Silver Knight
Tristan is a master of technique and finesse. His body is composed of shining silver steel and his style is the most elegant of the four. He can control any steel dust/grains on the field or in the air through hand gestures alone, congregating them into weapons or constructions as necessary for his intended purpose. This manipulation is equal to his own rank and he can only use it once per turn. It will also count as one of the user’s moves per turn. This ability can only be used once every two turns.

Gawain – The Red Knight
Gawain is hot tempered and quick to anger. Unlike the other three Knights, he can only be created from a source of molten steel rather than from a steel source or the ground. He hardens into solid steel on creation but his “body” retains bright red colour of the metallic lava he was formed from. His ability is his capability to control any molten steel on the field through hand gestures alone. His manipulation will equal his own rank and he can only use it once per turn. It will also count as one of the user’s moves per turn. This ability can only be used once every two turns.

Mordred – The Black Knight
A corruption of all the ideals Knights hold dear, that is Mordred. His body is composed of the blackest steel and even his abilities reflect his sinister nature. Rather than using techniques, he seeks to bend and control the world to his will. He can control any solid steel on the field through hand gestures alone, reshaping and reforming them as necessary for his intended purpose. His manipulation will equal his own rank and he can only use it once per turn. It will also count as one of the user’s moves per turn. This ability can only be used once every two turns.

Note: Lasts four turns and each Knight can only be created once
Note: The user can't use Steel above A-Rank on the turn of deactivation
Note: When this technique is used, the user must wait two turns to use it again
Note: All techniques used by the knights will count as one of the user's moves per turn
Note: If two Knights are created, they will each be A-Rank. If four are made, they will be B-Rank
Note: The user can only use Steel, Fire, Earth, any KG/CE of the aforementioned elements and non-elemental abilities while this is active

Note: No steel jutsu above A rank in the turn following the creation of the knight/knights. This includes the use of their abilities.

Approved
 
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-Albel-

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(Meiton: Hansoku) Dark Release: Foul Play
Type: Supplementary
Rank: B-rank
Range: N/A (Same as the jutsu it is used on)
Chakra: N/A (+20 to applied jutsu)
Damage: N/A (+20 to applied jutsu)
Description: A technique dependent on earlier Dark Released used techniques, Foul Play comes into play with the user making use of it to empower his own Meiton techniques. This technique is always used in the same time frame of a dark technique and needs to meet two requirements. Them being the user needing to string together two hand-seals (in addition of any hand-seals the original technique has), and making sure that he has absorbed two or more techniques first. Even if the user has absorbed one it's fine as long as he uses it on dark techniques which do not require to absorb something beforehand. So, with the sacrifice of one dark "fuel", the user adds +20 damage to any dark technique used. The boost's aesthetic manifestation depends on the nature of the technique. If it is used on release-type techniques, it will make the flames darker in colour, or if used on a technique like Dark Release: Revival Fist, it will make the shock-wave's purple color more vivid. Of course, the user also spends +20 more chakra in addition to that of the technique he uses Foul Play on. The range of Foul Play is also the same as the technique's it's used on. The user, however, needs a one turn cool down before he uses this technique again, so it cannot be used consecutively.

- Can only be taught by Albel

‡ Approved ‡
Updating:

(Meiton: Hansoku) Dark Release: Foul Play
Type: Supplementary
Rank: B-rank
Range: N/A (Same as the jutsu it is used on)
Chakra: N/A (+20 to applied jutsu)
Damage: N/A (+20 to applied jutsu)
Description: A technique dependent on earlier Dark Released used techniques, Foul Play comes into play with the user making use of it to empower his own Meiton techniques. This technique is always used in the same time frame of a dark technique and needs to meet two requirements. Them being the user needing to string together two hand-seals (in addition of any hand-seals the original technique has), and making sure that he has absorbed two or more techniques first. Even if the user has absorbed one it's fine as long as he uses it on dark techniques which do not require to absorb something beforehand. So, with the sacrifice of one dark "fuel", the user adds +20 damage to any dark technique used. The boost's aesthetic manifestation depends on the nature of the technique. If it is used on release-type techniques, it will make the flames darker in colour, or if used on a technique like Dark Release: Revival Fist, it will make the shock-wave's purple color more vivid. Of course, the user also spends +20 more chakra in addition to that of the technique he uses Foul Play on. Aside from the +20 that mainly applies to release based dark jutsus, Foul Play increases absorption based dark jutsus actual rank like Inhaling Maw for example by one as well as the abilities of them. For example, Inhaling Maw is B-Rank and when Foul Play is used it will become A-Rank, and it's absorbing abilities will also increase by one rank. The range of Foul Play is also the same as the technique's it's used on. The user, however, needs a one turn cool down before he uses this technique again, so it cannot be used consecutively.

- Can only be taught by Albel

✦ Declined, fine as is. ✦
 
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